Gamasutra: The Art & Business of Making Gamesspacer

Don't Miss: Mario maestro Koji Kondo on composing the classics 5
by Christian Nutt [06.22.16]
In this classic interview, The composer behind everything from Ocarina of Time to Super Mario 64 (which turns 20 this week!) offers timeless advice to fellow video game composers.
Audio, Console/PC

Postmortem: Dinosaur Polo Club's Mini Metro Exclusive 8
by Peter Curry [06.15.16]
"I initially saw Mini Metro as an opportunity to have an iPad app under my belt and a little pocket money. My brother Peter saw it as potentially leading to a career as an independent game developer."
Audio, Business/Marketing, Design, Production, Console/PC, Indie, Exclusive, Video

Blog: How will VR impact creativity of game composers? 2
by Gamasutra Community [06.10.16]
What impact will VR have on the creativity of game composers? This article begins a multi-part series on the relationship between music and the VR environment.
Audio

How music can intensify video games (part II)  
by Gamasutra Community [06.01.16]
Let's move on to the more musical meat-and-bones of the topic: the actual harmonic textures and chord structures of our compositions in video games.
Audio, Production

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [05.27.16]
In this timeless video postmortem, designers John Romero and Tom Hall share their stories of developing id Software's seminal '90s first-person shooter Doom.
Audio, Design, Programming, Production, Art, Console/PC

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing


An exciting month in accessibility  
by Ian Hamilton [06.20.16]
Accessibility in gaming is never a dull field to be working in, the pace of change is ever accelerating. So often I find myself thinking what an incredible month it has been, topping anything that has gone before. The past month has been no exception.
Audio, Design, Programming, Art

The inceptive formation.  
by Talal Harmouch [06.17.16]
Currently a Master's student in Interactive Application Design, i have decided to start up a blog to document my process of making an MVP for my final project. An action adventure VR based game in Unity. The following is the backbone of my inspiration.
Audio, Design, Programming, Production, Art, Console/PC, Indie, VR

Keeping that torch a' burning - Some tips on how to remain involved with games development.  
by Alex Johansson [06.13.16]
With the end of the academic year here and students worldwide finishing their courses, I wanted to offer some suggestions from my own experience of life during/after University as a games developer.
Audio, Design, Programming, Art, Indie

VR Game Composer: Music in the Air 2
by Winifred Phillips [06.09.16]
What impact will VR have on the creativity of game composers? This article begins a multi-part series on the relationship between music and the VR environment. We begin with an exploration of motion tracking and the age-old art of air guitar & air drums.
Audio, VR

When Boiled Down to Concepts: Many Indie Games Suck (Yours Might Too) 2
by Mike Troup [06.07.16]
We’ll take a look at the different levels of concepts, then I’ll explain how we can boil-down any game to their concepts. When we do that, we might just find that many games aren't very good at all.
Audio, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Harmony - Back to Basics, Part 1  
by Eugene Vasile [06.06.16]
A short review of harmony principles.
Audio


Insomniac Games — Burbank, California, United States
[06.18.16]
Audio Designer
Insomniac Games is looking for an Audio Designer